Weapons that need a boost

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CrazyJ
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Weapons that need a boost

Post by CrazyJ »

The following weapons do not have a reliably obtainable +5 or beyond instance aside from generic golden mith/imb adamantine verisons, and are thus effectively inferior to other weapons (choosing these particular weapons puts a player at a disadvantage):

-Spear (highest is +4 champion lance, which drops off of a planar-CR enemy and really should be a +5)
-Two-bladed Sword (highest is dwarf-plane +4, although there is a +5 artifact)
-Sling (nobody cares though)
-Sickle (ditto)
-Katana (There is a Spider Queen Katana, but as far as I can determine nobody on either server has it; I imagine it drops from Shadow Plane, but although I can find plenty of Darkblades nobody seems to have this; if the wiki description is accurate then it is seriously underpowered anyway)
-Mace (the Holy Dwarven mace drops less frequently than Living Bark or Mountain Storm gear)
-Light Hammer
-Light Flail (it's not dexable, and there are better 1-handed bludge weapons--never seen this weapon used)
-Dagger (the Moleman shiv does not drop any more, I may have the only one on either server, and it came as a DM prize)
-Club (yes, druids do use this--highest is a +4 that drops off of a 'zon that's got a higher CR than most planar guardians)

Lorkar1

Post by Lorkar1 »

Dont forget the handaxe. The best I have seen drops with the gobbos under dwarf home and that is +4 and rare to boot.

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CrazyJ
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Post by CrazyJ »

Oops, I thought I remembered it being a +5.

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Post by Alkapwn »

Something I noticed about 2Bladed Dwarven crafted sword
The wiki says lvl 20 its actually a Lvl25 item :(
It should be lvl 20 item.
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Post by Squikker2001 »

Most weapons have SOME reason that they would be more desirable than others.

Dagger vs Short Sword: dagger is lighter and easier to dual-wield (tiny vs small I think), but does less damage than a short sword

Long Sword vs Rapier/Scimitar: long sword has a higher damage chance, but the rapier is lighter, finessable, and along with the scimitar has one of the highest critical threat ranges of any weapon

Kukri: large threat range, counts as a tiny weapon for ease of dual wielding, and finessable. downside is the required exotic profeciency

Kama: monks get to use flurry of blows and get extra attacks with them

Mace: dunno why you should choose this weapon over any others

Quarter Staff: 2-handed, so it gets 1.5x damage from your str modifier, but you get the same from a heavy flail (which also has a larger threat range). only reason i see to take this over the heavy flail is that the flail needs martial weapons

Light Flail vs Warhammer: same damage and threat, warhammer has x3 crits and weighs slightly more

Double Axe/Sword, Dire Mace: not really sure how they work, but you get an extra off-hand attack and the 1.5x str mod damage from being 2-handed

This is all off the top of my head, and typed while listening to Wierd Al music, so it may not be accurate.

Edit: also, how are dual damage type weapons like Morningstars (bludg and pierce) and Halberds (slash and pierce) handled?
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P. Fricebottle
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Post by P. Fricebottle »

Incorrect about the Double Axe.

Your primary attacks are normal damage, just like any other weapon.

Your secondary attacks are 0.5x damage.

Edit: (Epic) Weapon Specialization do affect the damage on the second one.

For example, someone with Epic Weapon Specialization and Improved Two weapon Fighting. And 36 strength.

1d8 + 19 Damage

Four Attacks Per Round Here

1d8 + 12 Damage

Two Attacks Per Round Here

As you can see, it goes off of strength first then adds the Damage Bonus from Epic Weapon Specializaition.
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CrazyJ
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Post by CrazyJ »

Mace is a theoretical good choice because it's one of only two dexable bludge weapons. Unfortunately, there are no good high-level maces that can be obtained without spending a couple of full days farming dwarves and praying to Tymora.

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Post by Metis »

I think you are all confusing artifacts with regular items, every weapon is in the server up to level 30. There is a version of every weapon as a +6. Suggesting an item can be done there is a thread for, which I just trimmed again.

A note on artifact suggestions, which I will post there also, read Flailers post 1st, his is first one on the thread. There were some great suggestions but a lot of way overpowered items blanket immunities, free feats, stat bonuses on weapons, on hit spells (I posted reason why a no reason is used often) use his post as a guidline if you want something unusual it should have an equal drawback.
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CrazyJ
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Post by CrazyJ »

I'm not talking about artifacts, or about golden mith/imb adamantine weapons... they are okay but compared to the named weapons are VERY second-rate due to a lack of elemental damage and special properties. The weapons that "need a boost" are behind because there are no "good" epic-level versions of them, just generics.

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Post by Amoenotep »

there is a high lvl sling...
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Post by -BannyD- »

Amoenotep wrote:there is a high lvl sling...
*gasp* where! slings are highly underated >:)
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Post by Alkapwn »

Light hurler--Posi plane
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P. Fricebottle
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Post by P. Fricebottle »

Energon is the exact name, I belive they drop bullets too.
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Post by -BannyD- »

P. Fricebottle wrote:Energon is the exact name, I belive they drop bullets too.
if you cant buy the bullets...no way slings will be played....effectively
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Post by JesterOI »

that goes for any ranged ammo using weapons, though bows seem to have some decent ammo for sale
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